My idea here is a sort of a 'how would I do' Magic the Gathering, as a smaller overall product, focused somewhat more towards constructed than limited. Eventually, I plan to have a collection of chosen cards that will be roughly the size of a Standard environment.
I'm calling it 'Re'-Set because it isn't meant to be used with cards from other sets, it will be balanced more in isolation, and also because I'll be re-using names and themes from existing cards, but they won't be identical to the originals, and they'll sometimes be entirely different, although usually I'll at least try to stick to themes for iconic cards.
As a baseline, here are some cards that I currently intend to use directly, without changing them, for inclusion in the set:
Murder,
Shock,
Divination,
Giant Growth, and
Glorious Anthem.
As an example of changed cards, before I get started in earnest, here is an example:
Lightning Bolt SorceryDeal 3 damage to target creature or player.
As you can see,
Lightning Bolt is now a sorcery, this is to prevent it from being strictly better than shock, while still enabling it to be a 3 damage burn spell at 1 cmc. I'm generally going to avoid 'strictly better/worse' situations to some degree, so that all cards in this set have their own areas of worth. I'm also considering the use of the names of some of the original dual-lands for some of the set's lands, and similar name shuffling and appropriation, partly because I intend to avoid some use of some setting-specific names, like
Serra Angel, and keep the setup relatively flavor-neutral.
I intend to stick to the color pie in terms of flavor, but I may be somewhat looser with it in terms of game mechanics, although I'll be trying to keep the colors balanced with each-other.
Some noteworthy bits I'm considering include:
The '3 cmc barrier' for creatures. I'm generally going to avoid special forms of removal resistance at 1-2 cmc for creatures, like hexproof, protection, shroud, regenerate, undying, persist, indestructible, and the like, but starting at 3 cmc, these abilities or others like them or lesser than them may start to appear, in order to make casting expensive creatures still worthwhile, and limit 'dies to removal' arguments. It won't be universal of course, but generally speaking, a creature at 5 or more CMC will either have an extremely powerful effect when not removed, be resistant to removal, or have immediate impact with things like enter the battlefield effects. But you won't be getting things like
Gladecover Scout.
The instant vs. sorcery game. I'm going to take when things are instants and when they are sorceries much more seriously. Some Instants will have easier casting cost or stronger sorcery versions, and some spells won't have an instant version at all, because of the power of the effect (unless you are doing something like converting them to an instant via another spell or effect somehow).
'Generic' colorless spells. I'm considering having some spells and summons be colorless, without eldrazi or artifact type baggage, or at least having alternate colorless casting costs attached. Including many things that I'll be considering a form of 'simple' magical effects that any type of mage can learn, or things that I think may need the ability to use colorless. These sorts of spells will still often have colored variants that are cheaper/stronger.
Flame Javelin is close to the kind of thing I'm talking about here. I want to do this partly to encourage mono-color deck building in terms of land base, and partly for flavor reasons.
Turn 5 win. I want this format to be a bit slower than Modern, but potentially faster than the average Standard. Thus, my general 'when do you win reliably' barrier is going to be no earlier than turn 5 for faster decks.
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I'm not sure when I'll have time to work on this, but I wanted to have a thread ready to put cards and lists I'm working on in, in case I do things slowly and sporadically over time.